Prepare to go down once more into the depths of the Post-Terran Mining Corporation's lunar mines and laboratories, as this retelling of the classic action game DESCENT plunges you into a conspiracy in the middle of an alien invasion. Mining robots have become killing machines and the PTMC needs your help to counter their destruction.
Enjoy the full six-degrees-of-freedom gameplay that made Descent an outstanding hit in the 90s, including its classic robot foes, weapons, powerups and environments. Go deeper into the Descent universe with every episode of the game and uncover a detailed plot that revolves around bureaucracy, betrayal, military strategy and alien science. See new places and meet new characters along your journey that give a fresh spin to the story. This is Descent... this is SOL CONTINGENCY.
What good would a multiplayer 6DOF game be without a kick-ass spaceship? Our 3D lead DuderSeb, known for his “Ascent Project” renders of Descent 2 bots, has taken on the creation of the most detailed rendition of Descent’s Pyro-GX to date. We’d like to thank Jordan Cain of Lighthammer FX for providing a solid base model to us which is now in the capable hands of our modeling head. Jordan’s contribution is a huge timesaver for us and proves again that Sol Contingency is a community-made game.
Take a look at the new gallery to see how Seb’s detail pass on the model is coming along. We’ll upload new progress shots as parts are added.
Reserve some room under your virtual Christmas tree because the first build of our game that YOU can play will be available on December 24.
“Proving Grounds” will not be a single-player experience, but an exclusive preview of the multiplayer component of our game. We have decided to release this special build ahead of episode 1 (of the single-player campaign) because we promised you that you would play our game in 2013, and you will. The episode however will not be ready in time as we now estimate a proper release date of summer 2014. This is mostly related to initial birthing pains of forming our team, structuring development and finding good artists to provide concepts to build the game off from.
Please remember that everyone who works on this game is doing so on their free time and purely voluntarily, so setbacks such as this are bound to happen, unfortunately. We will not promise an actual date for episode 1, but it *will* come out in 2014. We have made good progress which, in turn, allows us to provide you the multiplayer build called “Proving Grounds”, giving you something to play with friends, absolutely for free. We hope you will enjoy it!
The build will feature authentic Descent-style flying mechanics, support for mouse, keyboard and joystick inputs, deathmatch and team deathmatch game types as well as five to six weapons in total. We are working on two separate maps at the moment to play in and will focus on making these maps as good as they can be.
As this build will be a preview of the full game, do expect a few things to not be there – the cockpit, for instance, will most likely be a HUD-only version. To show you what the full cockpit is supposed to look like in episode 1, we have uploaded two concept images to the new gallery. A shot of the WIP Class 2 Drone model can be found there too.
There is also a small FAQ section up that will answer the most common inquiries about this build and the state of the game in general.
We look forward to Christmas and to see you on the servers!
Hello Descent fans! Our development team is working hard on concepting out the style and structure of the game’s first level, which will be a remake of the iconic first moments that every D1 player has lived through. And then some. You can check out two preliminary concept sketches by our new environment artist Anselm, both of which look different, but present the same room. Go to the Media page to find them.
Our music guys have also worked together in the past few months and drafted several versions of the Descent level 1 music, also in Media. The goal is to fuse an orchestral “film-style” background sound with beats and synths to move that classic FM MIDI feel back into our version of the game. While these tracks are just static concepts (the game will actually have music that adapts to the scenes), they should put a smile on every Descent fan’s face
Also, expect more art to come soon as the Class 2 Drone is being finished, and we will also show you some gameplay featuring the new Small Hulk!
Hello Descent fans, thanks for staying with us! We have not posted for a while because game development is currently in a very important but “silent” phase where a lot of design concepts are nailed down before full production can commence. For this we are in need of good illustrators: artists who can draw up concept sketches as well as full-color game art to be used in the finished product. Your ideas will help shape the core design of the whole game, which is why we ask for the following:
- you are skilled with your artistic tools of choice (pencil and paper or digital)
- you have a good understanding of what makes Descent’s game art unique
- you have some killer ideas, but you also know how to work on things assigned to you
If you want to sign up for the project, contact us at email@example.com with some reference work to show. We are looking forward to meeting you!
Welcome to the fresh website of Sol Contingency. Ever since its inception in October 2012, a small team of dedicated spare-time developers have gathered and started turning the idea of a Descent remake into an actual game. While there is still some work to be done before something playable and attractive can be shown, we would like to kindly nudge you over to the Media section where you can find some great concept art and renders that were done in preparation for the game.
Also, check out our first teaser that gives you an idea of the visual quality we are shooting for.
We hope you enjoy your stay and don’t forget to follow us through mail subscription, RSS or Facebook to stay in the know about updates and the first release!